/Engine/Source/Runtime/MeshConversion/Public/ToDynamicMesh.h
Access the attributes in the Source Mesh on a per-wedge granularity (each corner of each triangle is a wedge), and weld them based on strict equality when creating the overlay.
template<typename AttrType> void PopulateOverlayFromWedgeAttr ( typename TOverlayTraits< AttrType >::OverlayType * Overlay, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< AttrType(const [SrcWedgeIDType](API\Runtime\MeshConversion\TToDynamicMesh\SrcWedgeIDType) &WedgeID)> WedgeAttrs, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [SrcTriIDType](API\Runtime\MeshConversion\TToDynamicMesh\SrcTriIDType) &SrcTriID, [SrcWedgeIDType](API\Runtime\MeshConversion\TToDynamicMesh\SrcWedgeIDType) &WID0, [SrcWedgeIDType](API\Runtime\MeshConversion\TToDynamicMesh\SrcWedgeIDType) &WID1, [SrcWedgeIDType](API\Runtime\MeshConversion\TToDynamicMesh\SrcWedgeIDType) &WID2)> TriToWedges, bool bWeldIdenticalAttrs )